186 lines
4.3 KiB
Lua
186 lines
4.3 KiB
Lua
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--
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-- SceneTemplate.lua
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--
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-- Use this as a starting point for your game's scenes.
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-- Copy this file to your root "scenes" directory,
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-- and rename it.
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--
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-- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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-- !!! Rename "SceneTemplate" to your scene's name in these first three lines. !!!
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-- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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SceneTemplate = {}
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class("SceneTemplate").extends(NobleScene)
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local scene = SceneTemplate
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-- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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-- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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-- It is recommended that you declare, but don't yet define,
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-- your scene-specific varibles and methods here. Use "local" where possible.
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--
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-- local variable1 = nil -- local variable
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-- scene.variable2 = nil -- Scene variable.
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-- When accessed outside this file use `SceneTemplate.variable2`.
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-- ...
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--
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-- This is the background color of this scene.
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scene.backgroundColor = Graphics.kColorWhite
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-- This runs when your scene's object is created, which is the
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-- first thing that happens when transitining away from another scene.
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function scene:init()
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scene.super.init(self)
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-- variable1 = 100
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-- SceneTemplate.variable2 = "string"
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-- ...
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-- Your code here
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end
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-- When transitioning from another scene, this runs as soon as this
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-- scene needs to be visible (this moment depends on which transition type is used).
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function scene:enter()
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scene.super.enter(self)
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-- Your code here
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end
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-- This runs once a transition from another scene is complete.
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function scene:start()
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scene.super.start(self)
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-- Your code here
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end
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-- This runs once per frame.
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function scene:update()
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scene.super.update(self)
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-- Your code here
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end
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-- This runs once per frame, and is meant for drawing code.
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function scene:drawBackground()
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scene.super.drawBackground(self)
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-- Your code here
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end
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-- This runs as as soon as a transition to another scene begins.
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function scene:exit()
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scene.super.exit(self)
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-- Your code here
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end
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-- This runs once a transition to another scene completes.
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function scene:finish()
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scene.super.finish(self)
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-- Your code here
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end
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function scene:pause()
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scene.super.pause(self)
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-- Your code here
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end
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function scene:resume()
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scene.super.resume(self)
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-- Your code here
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end
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-- Define the inputHander for this scene here, or use a previously defined inputHandler.
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-- scene.inputHandler = someOtherInputHandler
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-- OR
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scene.inputHandler = {
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-- A button
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--
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AButtonDown = function() -- Runs once when button is pressed.
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-- Your code here
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end,
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AButtonHold = function() -- Runs every frame while the player is holding button down.
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-- Your code here
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end,
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AButtonHeld = function() -- Runs after button is held for 1 second.
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-- Your code here
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end,
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AButtonUp = function() -- Runs once when button is released.
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-- Your code here
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end,
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-- B button
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--
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BButtonDown = function()
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-- Your code here
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end,
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BButtonHeld = function()
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-- Your code here
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end,
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BButtonHold = function()
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-- Your code here
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end,
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BButtonUp = function()
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-- Your code here
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end,
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-- D-pad left
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--
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leftButtonDown = function()
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-- Your code here
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end,
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leftButtonHold = function()
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-- Your code here
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end,
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leftButtonUp = function()
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-- Your code here
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end,
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-- D-pad right
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--
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rightButtonDown = function()
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-- Your code here
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end,
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rightButtonHold = function()
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-- Your code here
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end,
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rightButtonUp = function()
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-- Your code here
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end,
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-- D-pad up
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--
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upButtonDown = function()
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-- Your code here
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end,
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upButtonHold = function()
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-- Your code here
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end,
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upButtonUp = function()
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-- Your code here
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end,
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-- D-pad down
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--
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downButtonDown = function()
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-- Your code here
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end,
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downButtonHold = function()
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-- Your code here
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end,
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downButtonUp = function()
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-- Your code here
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end,
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-- Crank
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--
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cranked = function(change, acceleratedChange) -- Runs when the crank is rotated. See Playdate SDK documentation for details.
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-- Your code here
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end,
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crankDocked = function() -- Runs once when when crank is docked.
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-- Your code here
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end,
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crankUndocked = function() -- Runs once when when crank is undocked.
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-- Your code here
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end
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}
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